Other fun shit with Hulk-Capcom, try this…
Dashjump lk,mk, land, call Capcom+dlk,dmk, Gamma charge, any super except Gamma Crush.
-The Capcom assist hits at the same time as the dmk, but Capcom’s knock-back is neutralized completely by the gamma charge. This just inserts Capcom-b into your standard ground series for damage.
Normal Jump Combo
Jump, lk, Call Capcom, mk, hold uf, lk,mk, hp.
-Every shot but Capcom is a high hit.
-If they eat the first part they eat the second, and get blasted up so the whole thing works.
-Cut it short at the hp so you can dlk, dhp them into the air.
-If they guard-push, dashjump over their head so Capcom hits in the back.
-If they block all this, jump on them again or replace the hp at the end with hk, or come down low.
-There are alot of timing alterations that cause various results in the combo, so fiddle with it.
-Works best with Cable-b [Comboability], Jin-b[safety], but will work with virtually any AA including Capcom. I think this would be fun with Jugg-a.
The Captain Storm sets up the floating crush on DHC-ins. Experiment more with it.
Here’s the Corner unmashable I mentioned from the previous thread. [I put the combo, then listed the assists that work in it at the call point, then a survivability index]
-dlk, dmk, Call Capcom, gamma charge immediately, gamma Crush.
Outside the corner, substitute the Crush for a Quake super for almost the same damage once used to it. Perhaps I can insert Storm as the third character to Hailstorm turning it fatal again, not sure.
Here’s something for a team I’m experimenting with. It’s hella risky, but cute.
Jin-b, Hulk-b, Capcom-b
Jin-b’s hp and Hulk’s tag-in almost always combos perfectly [AKA popup] Very rare if ever does it not combo perfectly. If you tag in Jin-b and it hits, you can go dash [if outside the corner], dlk, hp, tag and it will combo.
Corner Combo
Tag in Jin-b, dlk, hp, tag in Hulk, Call Capcom and Gamma Crush.
When done properly this combo is 8 hits, and kills outright.